thats why i always have some vehicles... m20, greyhound, m16... exactly to prevent stuff as this schwimmwagen action.
But its not that this action was "just extrem luck". I frequently used schwimmwagens (best when in pair with a 20 mm puma) to overcome defenses including AT guns. Spamming schwimms and using them aggressively is very effective. Esspecially when combined with vehicles and tanks. I managed to overcome defenses of multiple M10´s simply as they got revealed by schwimm and/or failed to hit it. The following stug or tank IV could kill the revealed M10.
The only real way to protect yourself against such tactics are vehicles placed arround the AT guns. Usually M16 or stuff with high rof in order to kill the schwimms quickly.
What your mate did few mins later (15:20) with the greyhound is a good example why vehicles and their current behaviour (speeking of kwoks suggested acceleration of vehicles etc) is so important. This is how you prevent yourself as US player to get camped and bombed into dust: Use vehicles early on and make some crazy moves to overcome axis players that are about to prepare for heavy camping.
However, i wonder why non of theses "pros" had any counter vehicle (any type of sdkfz 234 or 222 with 28 mm "Panzerbüchse").
I also wonder why you didnt just finish the game when they greyhound caused the chaos. Chaos is your best friend. Throwing out shermans and M20 to reveal all the hidden crap. That game could have ended after 19 mins.
Perhaps even double M20 action when enemie has no vehicles at all. It works better as a bunch of shermans, at least against static defenses.
That then paired with vehicle capture inlock instead of calli unlock to quickly capture the ground following push.
min 22: untill now the only offensive unit has been a recon and snipers. Idk how this is "epic armor". Also up to now all what happend was upgrading and upgrading stuff after stuff. Sparing few res here and you could have thrown the enemie on your mates side back to their base. Just 2 shermans and a vehicle. One more wasted chance.
Min 23: A schwimmwagen broke the defenses. Call the Pershings now.
Min 26 onward: A single Jagdpanzer IV/70 almost beaten the mighty armor singlehanded.
Min 36 onwards: Funny, the greatest defender of the opinion that 76 shermans are soooo Str0nK does not field a single one. Let me guess? Bc they suck? The first assault performed by pershings. Probably bc 76 shermans would have been tooo unfairly strong. I currently cant hold myself laughing here in front of my pc
Although this was the most suuited situation for extensive sherman spam (bc enemies had no big cats, only small stuff with big guns) the 76 seem to be not worthy to get.
Min 37: Omg. Haha. There comes the useless elephant and the entire doctrine turns arround in the doorstep. This is a cartoon isnt it?
Just this :
https://www.youtube.com/watch?v=HgyZxQf3Ih4In this situation even a bunch of shermans with tank commander and arty barrage would have done better.
Min 40: "The Power of the Infantry doctrine"
Suggesting a name change here.
41: 05: "This spam"
Which spam? He just wasted lots of his stuff+ he used only the most expensive. Why he didnt just spam volks, 105 howitzer pits and 88´s? He would have outgunned inf doc player + the single long tom strike wouldnt have hurt that much. But this happens when your entire strategy is based on two "super killer units". Perhaps he can play BK doc if he likes to spam. There he can outspam the omfg spammy US.
At 1 hour and 5 mins: This super vulnerability of axis tanks. Its really a shame.
Such a barrage would have killed an ammount of allis tanks. But it doesnt kill a 40% HP immobilized cat. Not even a scratch as it seems.
When a ST (or grille or def doc off map rocket strike or hotchkiss or walking stuka or hummel shell) kills a pershing almost outright or several pershings from miles away (or 2-3 hits for stuka etc) its "buisness as usual". But when a off map arty strike that requires a tank, tank commander and the need to get as close as 75 distance to call a 85 ammo arty strike does not kill a tank that has less than 50% HP left.... well... then its ..... Whats wrong with that?
Perhaps i suggest to increase the activation range of the arty strike from tank commanders to be 200 as well and long tom like. And no vision required.
The ammount of arty and spend ammo by two players just to try to kill such a low HP tank would have been enough to destroy multiple Super Pershings...